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WIZARD'S CROWN 
Game Design & Programming by Paul Murray & Keith Brors 
Game Development by Chuck Kroegel and Jeff Johnson 

Ob j ect 

Five hundred years ago the land was governed by the Fellowship of 
Wizard's and was a place of beauty and wisdom. The Crown of the Emperor 
was a great treasure. It gave power and reason to the Fellowship and was 
the source of learning, of all knowledge present, past and future. Each 
wizard wore the Crown until the constellation Atarius shifted in the sky, 
then he passed it to the next wizard. However, when it came to the turn of 
Tarmon, wizard of Thunder, he refused to give up the crown. Magical civil 
wars ensued. Tarmon fleed with the Crown to his laboratories and sealed 
himself inside forever. That was 500 hundred years ago and the Crown still 
awaits it's freedom. 

The land (Arghan) is still infested with monsters called up during 
the war. A magic wall contains them having been erected by the Fellowship 
when they came to their senses. The Fellowship are barred from entering 
the gates of the city until the Crown has been recovered. 

This then is your challenge. You have been called to find the Crown 
of the Emperor. Return with the Crown and you will receive a great 
enchantment ... you will rival the heroes of old. The more swiftly you 
return the greater your reward. 

Page 1 



An Overview 

Wizard's Crown is a game of adventures and encounters. The objective 
is to locate and retrieve a wizard's crown. You create a party of eight 
characters each with personal attributes and professions that determine 
the skills he will have available for his actions. 

The adventurers travel, setting out from the Inn, following clues and 
searching through a town and ruins. There are opportunities to enter 
buildings and other places in which dangerous and delightful events take 
place . 

Be aware that monsters may appear almost anywhere. When they do you 
may fight a detailed tactical battle. Or if you prefer, you may choose to 
fight quick combat, in which the computer resolves the entire battle in a 
few seconds. 

After the battle the characters take loot from the monsters, 
equipment (sometimes magical) to be used or sold later on. From their 
adventures, the characters acquire experience which they then use to 
increase their skills. 

While in battle a character may receive injuries that weaken him for 
future battles. By returning your party to the inn, you make it possible 
to give a wounded character rest and recuperation before you send the 
party off on further adventures. 

Page 2 



Play Difficulty 

Select a level of 1 to 5 (on opening menu) . 1 is hardest. 



Create a Game Disk 

You need to create a game disk for play. 
Utilities 

This option allows you to reset the dungeons to their original state. 

SAVING THE GAME 

Select (T) - Tell the minstrel your deeds 

Page 3 



At the Inn 

At upper right hand corner of screen is the year, day and time of 
day. (10/0 DAWN at the start, indicating the tenth year of the reighn of 
Ancus) . 

At right hand middle of screen the time delay after messages is 
indicated (5 at the start) . The delay can be any number from 1 to 9 . 1 is 
the shortest delay. You may change it by typing D. 

The Commands 

(G) reet new Adventurers 

Allows you to create a new character (no more than eight at a 
time) . 

(T)ell the Mistrel your deeds 
Saves the game 

(R) est the adventurers 

Sends your party to rest. Depending on his strength each member 
of the party recovers from his wounds and his lost Power, Morale 
and Life Force. The cost of rest is 40 copper pieces 
automatically deducted. If a character cannot pay for the number 
of days he is to rest, then he sleeps in the stables for the 
entire period. In this case only the characters power is 
restored. 

(C)heck a character 

Shows characters current condition 

(I)mprove a character 

Allows you to improve a character by spending Experience 

(H) ave a character quit the party 

Allows you to remove a character, He is permanently lost. 
(V) iews items stored at the Inn 

Allows you to see the items you have stored at the inn and to 

pick up those you no longer wish to store. The maximum number 

that can be stored is 18. 
(Outfit a character 

Allows you to choose a new icon to represent a character. 
(M) ove money around 

Allows you to move money between characters. You can divide it 

equally or give it all to one. 

E (X) it the Inn 

Allows you to leave the Inn and commence your travels. 

EXITING THE INN 

All or just some of your characters may leave the inn. You will be 
asked which. 

You will be asked, "Which character will be on point?" Choose a perty 
member with good ratings in stealth and scan. The point characters' skills 



in these areas modified by how far in advance of the party he is determine 
whether 1) the party may perform an ambush, 2) the party itself is 
ambushed, or 3) the party has a normal face to face encounter. 

Page 4 



After the point character is chosen the computer asks you to give a 
value to the point man lead. (1 = none, or 2 to 9) . This value represents 
how far in advance of the party the lead man is scouting. The farther out 
he is, the less likely the party will be ambushed. At the same time, the 
father out he is the less chance he has of getting back to the main group 
when combat occurs. 

To create a new character when you already have eight in the party, 
press H. Select the character who is to depart. You will be returned to 
the inn and the departed character has pemanently gone. 

A character's personal attributes affect his abilities to learn 
skills, handle weapon etc. The minimum values are STRENGTH 5, DEXTERITY 5, 
INTELLIGENCE 5, LIFE 25, EXPERIENCE 20. 

Points are purchased in the following ratios: STRENGTH (1-1), 
DEXTERITY (1-1), INTELLIGENCE (1-1), LIFE (5-1) and EXPERIENCE (4-1) 

Points you assign to a character will determine the professions 
available to him. A character may have more than one profession. The cost 
of each profession is as follows: 

Page 5 



SORCERER INT 11 
PRIEST INT 7 
FIGHTER INT 5 
RANGER INT 3 
THIEF INT 3 

After you select a profession the skills list will appear. Only the 
skills available to the characters profession will appear. After the skill 
list you will see a list opf all the weapons the character has the 
STRENGTH and skill to use. Select a weapon. The character will be provided 
with the weapon, armour, a dagger and a shield (if the weapon was one 
handed and the character has the skill and strength to use a shield) . 



CHECKING A CHARACTER 

To check a character press the letter C. First screen displays 
attributes and possessions, second screen displays skill ability ratings. 

To trade coins press T 

To ready, drop or evaluate items press R. The menu changes. Use arrow 
keys to place highlighting on the desired item. To ready an item press R; 
YES indicates the item is readied. 

To transfer an item press T an the computer asks TO A (C) HARACTER OR 
TO THE (I)NN. 

To drop an item, press D. It cannot be recovered once dropped. 
To evaluate an item press E 

After the check is completed, exit by pressing X 



Page 6 



PERSONAL ATTRIBUTES 



Strength 

Determines available weapons, permissable weight of armour, ability 
to force locks, and rate of recovery from wounds. N.B. The designers 
suggest that the starting strength should not be higher than required for 
use of the desired weapon or armour. 

Dexterity 

Determines starting value for many skills. Indicates how often a 
character may act, e.g. DEX 20 acts twice as often as DEX 10. 

Intelligence 

determines professions available to a character. In general only the 
exact INT points required for the desired prof ession ( s ) should be 
purchased. However, since INT does influence other factors, it just might 
be worth purchasing more sometimes. 

Life 

Determines ability to withstand wounds and to avoid becoming 
unconscious. Bleeding, poison, Life Steal, and Life Blast cause a loss of 
current life. When life reaches zero, the character is dead. 

Experience 

Represents training and skill of the character. In the game a 
character earns experience points which may be spent to increase his 
attributes, skills, power and karma. A new character begins with 
Experience reflecting his background. 



PROFESSIONS 

RANGERS are foresters, scouts and hunters. They can exist on their 
own in the wilderness. Although they are not great fighters they can use 
spears and bows. 

FIGHTERS are prepared for all types of combat. 

PRIESTS are favoured by the gods. They can heal, treat poisons and 
turn undead. 

THIEVES are sneaky and make good point men. They can spot the enemy, 
locate hidden things, find and disarm traps, and bargain well. 

SORCERERS are able to cast spells and make potions. They can 
recognise and understand (evaluate) the magical items that they find. 



SKILLS 

A characters prof ession ( s ) determines the skills he possesses. His 
attributes influence the starting values of his skills. 

SKILL ABILITIES 

Skill abilities are values which represent how well a character 



perform, s a skill. There are skills of magic, of the dungeon, of the 
wilderness, of the use of weapons, of scholarshop, and of healing. 
Usually, to determine if a skill is performed successfully, the skill 
abilities are randomised and compared with another number. 

Page 7 



For example, consider a thief with a search ability of 74 as he 
searches a wall. A trap in the wall has a concealment rating of 30 (Of 
course this is not known by the player) . A number between 1 and 74 is 
rolled; and if the number rolled is above 30, the trap is spotted. 

Many magical items increase a skill ability when the weapon is 
readied. Wounds and morale loss may decrease the skill ability of all 
skills except 'luck' and 'turn undead'. 'Luck' and 'turn undead' abilities 
never exceed the current Karma rating. 

Weapon Skills 

Weapon skills are 1) the ability to hit an opponent with a weapon 
and 2) the ability to avoid being hit by an opponent whilst the weapon is 
readied . 

Weapon skills are Close combat (unarmed and dagger) , Sword, Axe, 
Spear, Mace, Flail, Bow and Crossbow. 

Shield 

The ability to shield bash, to avoid being hit, and to block an 
attack that would have succeeded. 



Combat awareness 

The ability to sense others nearby and the direction from which an 
attack came. 

Scan 

The ability to spot an enemy who is hidden or sneaking. 
Swimming 

The ability to move through liquid without stopping or inhaling 
water . 

Stealth 

The ability to avoid being seen by the enemy. 

Hunt 

The ability to live off the wilderness (not used in this game) . 

Track 

The ability to follow tracks. Used to find a monsters lair and the 
treasure therein. 

First Aid 

The ability to heal wounds and stop bleeding. First Aid does not work 
on serious wounds and serious bleeding. Any wounds and bleeding not healed 
in the attempt to heal become more serious. Bandages are required. 



Search 

The ability to find things that are hidden, including magic items, 
traps, secret doors, and many other things. 



Disarm Trap 

The ability to disarm a trap that has been spotted. 
Picklock 

The ability to open locked doors, chests, etc. Requires lockpick. 
Haggle 

The ability to get the best possible price for something being sold. 
When an item is being sold by your party, your best haggler determines the 
price you get for it. 

Treat Poison 

The ability to stop the continuing effects of poison. 
Treat Disease 

The ability to stop the continuing effects of disease. 



Turn Undead 

The ability to destroy one of the undead and at the same time, to 
protect oneself from the attacks of the others. 

Alchemy 

The ability to make potions successfully in a laboratory. 

Luck 

The ability to prevent harm (other than magic) to a character. 
Represents the good will of the gods. 

Read Ancient 

The ability to understand ancient writings. 

Evaluate Magic 

The ability to determine whether an object is magical and in what 
way. Magical items do not function until they have been evaluated. A 
sorcerer who has failed to evaluate an item must improve his ability 
before trying again to identify that item. Your character with the best 
Evaluate Magic ability will attempt to evaluate all items found as loot 
after combat, before anyone views them. 

Cast Spell 

The ability to cast a spell successfully 
Morale Lost 

This is not a skill, but will be displayed on the skill page if 
greater than zero. It is detrimental to the character because it subtracts 
from any skill the character attempts to perform. Sleeping in the inn will 
reduce it slowly, and a visit to the tavern can eliminate all morale loss. 

Page 8 



SKILLS 



Starting 



Skill 


Clas 


pi o c; p Hnmh^t" 

_L W O ^/Ul LL.KJ CI l_ 


ALL 


OWUIU 




Axe 


p 


ojjcai 


F R 


Mace 


F 


Flail 


F 


Bow 


F R 




p 


qh i P i H 


p 


rornha t" At a 73 rpnpQQ 

>jU1 LiiU CL n WCL-L C11CDO 


p 


Scan 


ALL 


^ TaT n mm i nrr 

O W _LlLLlLL_Lliy 


ALL 


O Leal L.11 


R T 


Hunt 


R 


Track 


R 


Pi rqt" A i H 

r 11 o L. ri _L {J. 


R P 


Occii Oil 


T 


F) "i T~m Tran 

L/± o a J- ILL 1 1 CL kJ 


T 


Pi fVl npk" 


T 


Ha rrrr linn 

1 1 CL _L _L 1 1 U 


T 


Trpat Pni Qnn 


p 


Trpaf n i Qpaop 

-l J- l_- i— ' -l o t_J 


p 


Turn FlnHpa H 


p 


Alcheny 




Luck 


P 


Read Ancient 


s 


Evaluate Magic 


s 


Cast Spell 


s 


Karma 


p 


Power 


s 



si 



Value2 Ep3 Gain4 

D 3 1-8/1-4/1-2/1 

D 4 

D 6 " 

D 4 
D 3 

D 6 " 

D 5 
D 3 
D 4 

13" 
14" 

S3" 

D 5 

D 3 

14" 
13" 
14" 

D 5 
D 4 

13" 
14" 
14" 

EXP 4 
15" 

EXP 6 
14" 
13" 
16" 

Oil 
3 1 



lClass indicates which professions possess the skill. F=fighter etc. 

2Starting value indicates which attribute controls the starting value 
of the skill. D = Dexterity etc. 

3EP indicates the amount of experience required to improve the skill. 

4GAIN: Each time you improve a skill through experience, the skill 
increases a random amount. At first the skill will increase 1-8 points. 
When the skill ability reaches 100 the skill will only increase 1-4 
points. At skill ability 150, you only gain 1-2 points each time you spend 
experience. Finally, at skill 200, you only gain 1 skill point. 



Page 9 



EXPERIENCE 

To spend experience you must be at the inn. Use arrow keys to move 
cursor . 

If you have 100 points of experience to spend you may improve your 
STR, DEX or LIFE when you follow the instructions at the bottom of the 
screen . 

MORALE 

During the course of the game your characters will accumulate morale 
loss. This represents fatigue and nervous strain and reduces your skill 
abilities. Morale is lost through fighting, being awake as dawn breaks 



(i.e. being up all night), and through various magical effects you may run 
into . 

Morale loss is slowly reduced through sleeping in a good room at the 
inn. It is very quickly reduced by having a good time in a tavern. 

THE GAME ELEMENTS 
Coins 

A character may carry no more than 250 coins. 

There are four denominations: copper, silver, electrum and gold. Each 
type is worth ten times as much as the previous one listed. 

Money is obtained by selling items in the market place in the town. 
Money is spent for purchasing all types of items. 

Items 

Each item has a set of characteristics: size * (small, medium, large), 
number of hands required to ready, and strength required to ready. 

An item must be readied before it is used. A character may not ready 
an item that would require more hands than he has available or more 
strength than he has. 

A character may have no more than 1 weapon, 1 armour and 1 shield 
readied at any time. 

A character may not carry more than 10 items. Among these there can 
be no more than 2 large items or a combination of 5 medium and large 
items . 

TORCHES provide light. They require one hand and are lit as soon as 
they are readied. When unreadied they are consumed. Torches are 
automatically consumed on entering the inn.. 

MAGICAL ITEMS 

If an item is magical, it can be either evaluated or unevaluated. If 
the item is unevaluated, the character cannot use its magical properties. 

A magical item must be readied to be considered in use. Magical items 
can have offensive and defensive capabilities, skill bonuses, and spells. 

If 1) an item is readied and has a skill bonus and 2) the character 
has the skill he gets the skill bonus. Items do not create skills, but 
they enhance the skills already possessed. 

Page 10 



When a spell on an item is cast, one charge is deducted from the 
item. When the number of charges reaches zero you can no longer cast 
spells. You will not know the number of charges on an item. Some spells 
work an infinite number of charges - but you won't know which.. 

Potions come in vials, bottles or jars. There are two types of 
potions: Defence (add armour) and cast spells. Those that cast spells are 
treated like other items that cast spells (see above) . Potions of defence 
must be treated as though they were casting spells; that is, readying the 
potion does not add defence. The potion must be used. 

WOUNDS 

Wounds have two effects, injury and bleeding. 



Injury represents the pain of the victim and the damage to his 
effectiveness. Injuries of themselves can cause unconsciousness, but not 
death . 

Bleeding represents uncontrolled loss of blood. Bleeding reduces a 
characters LIFE, When life is zero, the character is dead. Wounds do not 
always cause bleeding. 

There are two levels of both injury and bleeding: normal and serious. 

Normal injury is referred to as Injury; normal bleeding as Bleeding. 
As expected serious injury and bleeding are harder to heal. 

KARMA AND PRAYERS 

Pay careful attention to the relationship between Karma and prayers; 
the ability of your characters to survive battle depends on it. 

Karma represents the influence the character has with the gods. When 
a character prays he spends Karma temporarily. The more he prays, the less 
Karma he has remaining and therefore the less influence with the gods. The 
effective skill ability for Turn Undead and Luck (unadjusted for prayers 
or magic items) may not exceed the characters Karma rating. A character 
can regain Karma by visiting a temple. 

There are 8 prayer levels. The maximum Karma a character has determines 
the best prayer possible. 

PRAYER LEVELS 

1) Stop Normal Bleeding: Removes all normal bleeding. 

2) Heal Normal Injuries: Removes all normal injuries and normal 
bleeding . 

3) Bless: Increases luck of entire party by 40 during a battle. 

4) Stop Serious Bleeding: Removes all serious bleeding and all normal 
bleeding . 

5) Heal All Injury: Removes all injury (normal and serious) and all 
bleeding (normal and serious) . 

6) Create Food and Water: No effect in this game. 

7) Restore Life Forces: Removes all injury and bleeding and restores 
Life up to the characters maximum. 

8) Raise Dead: Removes all injury and bleeding, restores Life to 
characters maximum, and restores character to life. 

Note that even though an unconscious person has been healed, the 
character will remain unconscious until the end of combat. 

Page 11 



SPELLS 

Spells are cast in dungeons or combat, but especially during combat. 
A sorcerer knows all the spells at the start, but may not be able to cast 
them successfully. Spells have a difficulty level and a power cost. 

In combat, spells are cast with the C command. The computer displays 
a list of spells for which the sorcerer has enough power. 

In dungeons spells are cast with the S command. 

A sorcerers power is reduced by the cost of the spell each time a 
spell is attempted. To cast a spell a sorcerer must have sufficient power 
remaining from previous reductions. 

Lost power may be regained by resting at the Inn. Maximum power is 



increased by experience: 1 power costs 3 experience points. 

The odds (percentage) of casting a spell successfully are equal to 
the cast spell ability minus the difficulty level. Foe example, if a 
Sorcerer with a spell cast ability of 90 tries to cast a lightening bolt 
(difficulty level 60), he has a 30% chance of casting the spell 
successfully. 

SPELLS 

Countermagic 1,4 Halves enemy spell cast ability for one battle 
Foxfire 4 Provides light for one battle or until exiting the dungeon 
Magic Bolt 1 Hits the target with a magical bolt as shortbow arrow 
Night Vision 4 Allows Sorcerer to see in dark. Lasts until return to 
Inn 

Unlock 2 May open a locked door, chest, etc. Chance of success is 

based on sorcerers skill and locks difficulty. 
Invisibility 1,4 Makes sorcerer unseen for one battle. The sorcerer 
may be spotted temporarily if adjacent to an enemy 
or if making a physical attack 
Reveal Enemy 1,4 Makes all enemies visible and prevents the enemy 
from becoming invisible for the remainder of the 
battle (although they may still hide) . Adds 30 to 
Scan and 20 to combat awareness of all members of 
the casting sorcerer's party. 
Wound 1 Hit the target with a bolt of physical magic 
Magic Protection 1,4 Increases the resistance to magic of the 

sorcerer's party for one battle. 
Missile Protection 1,4 Makes the sorcerer's party invulnerable to 

missile weapons for one battle. 
Paralyze 1,4 Has a 25% chance of paralyzing each enemy so that he may 
not move or defend himself for the remainder of the 
battle. Does not work on targets with magic resistance. 
Darkness 1,4 Eliminates Foxfire spells and temporarily blinds all 

enemies so that the party is engaged no longer. 
Poison 1 Slowly kills the target. Cannot be dispelled. Magic 

resistance does not help. 
Change Terrain 3,1 Converts unoccupied terrain to clear, wall, or 

rubble . 

Shatter 1 Destroys items in the targets hands. Some magic items are 
unharmed . 

Lightning Bolt 1 Hits the target with a powerful magic attack 

Life Blast 1 Reduces the life of the target 

Dispel Magic 1 Eliminates all enemy combat spells 

Armor 1,4 Increases the armour and resistance to magic of the 

sorcerer's party for one battle. 
Life Steal 1 Reduces the targets life and the sorcerer's wounds. 
Mass Invisibility 1,4 Turns the sorcerer's party invisible. 
Fireball 1 Fills an area around the target square with magical flames 
that do magical damage to the sorcerer's enemies only. 

1 May be used in combat only 

2 May not be used in combat 

3 Will not work in dungeons 

4 Combat Spell: Is dispelled by an enemy cast of Dispel Magic. 



Page 12 



SPELLS 



Spell Power Cost Difficulty 



C ni i n t" p± ttti pi rr i n 


1 


o 


J_ J 1 L C 


1 


o 


Magic Bolt 


1 


o 


iNj_yiiu v loiun 


1 


n 


Tin 1 nrk 


1 


Qnpf -j p. 1 

M C ^ -L CL _1_ 


Tnui q i h i 1 i 1~ \7 

111 V _L O -L i~J J 1 L L. V 


2 


o 


Reveal Enemy 


2 


20 


TaToh n H 
vv m 1 1 n. 


2 


1 


M^irri c Prnt pr1" i nn 

11 QU ± U riULCULXUll 


3 


1 


M"i q c; -i 1 Prrifprl" i nn 

11 _L O O J LCs JTJ_LJL-C; 1 ^L--L^-'ll 


3 


30 


Pa.ra.ly z 6 


3 


a n 


Darkness 


3 


30 


Poison 


3 


50 


Change Terrain 


4 


20 


Shatter 


4 


20 


Lightning Bolt 


4 


60 


Life Blast 


4 


80 


Dispel Magic 


5 





Armor 


5 


50 


Life Steal 


5 


140 


Mass Invisibility 


8 


100 


Fireball 


8 


100 



THE OUTSIDE WORLD 

Commands are as follows: 

(S)earch Area: If no adventure awaits you in a square at a particular 
time, the search brings no change to the screen. You may have to search a 
square more than once; you may find nothing there at one time and 
something there at another. 

Page 13 



(C)heck a character: Allows you to check a character 

(M) ake Camp: You make camp primarily to perform various post-combat 
activities indicated by the following commands: 
(P)ray for Healing: See Karma and Prayers 

(H) eal a character: Perform First Aid on members of your party. 
(C)heck a character: 

(V) iew Items: Display items found on monsters and in the area. 
(U)npoison a character: Attempt to unpoison. 
(S)how Party Health: 

(M) ove Money Around: Distribute money amongst characters. 
(T)ell the Minstrel your deeds: Saves Game (not in a dungeon!) . 
E (X) it Camp. 



DUNGEONS 

(To put a dungeon back into it's original state, use the utilities 
command when you boot up.) 



Dungeons are buildings or other places that can be explored. 
Searching where a dungeon exists in the outside world results in entry. 
In a dungeon, the characters move about exploring, fiding and disarming 
traps, talking to people, reading old scrolls, etc. Messages appear on the 
screen. If <CR> appears in the bottom right hand corner, press return to 
continue . 



Active Statuses 

At any given time in the dungeons, each character has one of three 
statuses: Active, Following, or Independant. The set of Active Statuses 
control which characters move and act. One and only one character may be 
Active at any one time; the others at that time are Following or 
Independent . 

Active : 

The Active character is the one currently performing a task 
Following : 

The Follower is a character that moves when the active character does 



Independant : 

The Independant character does not follow the Active characters 
nmovement. this is useful when preparing your party for a fight or when 
sending a character ahead to search out traps. 

To change the Active status of a character, press A as the Dungeon 
menu is on the screen. P changes status of all characters in the party. 



Page 15 



THE DUNGEON MENU 



> Change Facing: turns character clockwise a quarter turn 
< Change Facing: turns character counterclockwise 
3: The directions in which the character may move 
Alter Active Status of Characters 
Check a Character 

Examine Space in Front of Character: (for traps, secret doors etc) 
Start a Fight with Person in Front: Attack person in front 
Make Camp 

Make Next Character Active 

Open Thing You Are Facing: Chest, door, etc. 
Cast either Foxfire or Night Vision: (Sorcerer) 
Talk to the Person in Front of You: 

Have Active Character Wait: (Allows followers to move closer) . 



?) Help: Displays brief description of commands available. 

FACING does not effect movement in the dungeon as it does in combat. 

LEAVING THE DUNGEON: 

A party may leave the dungeon by moving the active character onto an 
exit square. Exit squares are usually found on the edge of the map or 
stairways . 



Page 16 



COMBAT 



Quick Combat 

Computer handles all combat (note, normal combat can take 20 to 30 
minutes to resolve) 

Combat ends when one of the following conditions occurs: 1) no one 
from either side can see an enemy; 2) all of one side have fled the battle 
field, are unconscious or dead. 



Types of damage: 

The results of an attack are dependent on the damage type and the 
damage rating of the attacker's weapon or spell. 
There are two categories of damage type: 

- Pure Magic 

- Physical 

There are six types of damage: 

- Bash (Physical) 

- Cut (Physical) 

- Thrust (Physical 

- Physical Magic (Physical) 

- Magic (Pure Magic) 

- Life Blast (Pure Magic) 

The location of the hit is determined by damage type. Bash and cut 
attacks tend to do more injury. Thrust tends to cause more bleeding. 
Physical magic tends to cause the most damage of all. 

Facing 

Each character has a facing; that is, each character faces in a 
particular direction. From the characters facing, certain squares are 
referred to as his front, rear, shielded side, and unshielded side. In the 
following diagrams, the A indicates which way the character faces. 



Front 



Shielded side . A Unshielded side 



Rear 



Unshielded side 



Front . < Rear 



Shielded side 



Shield Protection 

A shield can protect you from attack from the left and front. It 
cannot protect you from attack from the right (unshielded side) or rear or 
if the attacker is using a flail. 



Engagement 

If a character who was attacked by a melee weapon in the last action 
that an enemy performed is still adjacent to the enemy, he is ENGAGED. An 
engaged character my neither sneak nor move more than one square. 

Special Weapon Abilities 

AXES: If a shield blocks an axes blow and the damage roll for the axe 
exceeds the defence of the shield, the shield breaks. 

FLAILS: Flails totally ignore shileds. An attack with a flail has the 
same effect as an attack on the targets unshielded side. 

SPEARS: When attacking, spears may reach two squares, attacking over 
the heads of friends and enemies. 



The spear ( A ) facing up may attack any square with a dot in it. 

BOWS AND CROSSBOWS: These are missile weapons. When defending with a 
missile weapon in hand, the close combat skill is used. 

COMBAT OPERATIONS 

When a character attacks, the attacker's ability is compared to the 
defender's ability to determine whether there is a hit. 

The attacker's ability is increased if: 

1) Defender is prone and the attacker is using a melee weapon. 

2) Defender's last action was an attack to kill (K) 

3) Defender moved quickly or through obstacles and the attacker is 
using a melee weapon. 

4) Attacker aimed at the target in action prior to the attack. 

5) Defender was attacking a target other than the attacker or the 
attacker was unseen (invisible or sneaking) and the Defender fails 
a combat awareness roll. 

6) Defender is attacked from the rear. 

Page 18 



The attacker's ability is decreased if: 

1) Attacker is prone while attacking with a melee weapon. 

2) Defender is prone and the attacker is using a missile weapon. 

3) Attacker is making a defensive attack (D) . 

4) Defender's last action was readying an item, dodging, or a 
defensive attack. 

5) Attacker moved quickly (moved more than 2 or 3 squares) or over 



obstacles . 



6) Defender moved quickly or through obstacles and the attacker is 
using a missile weapon. 

To determine if the character is hit: 

- Attacker's ability: Attacker's weapon skill ability 

- Defender's ability: Defender's weapon skill ability divided by two 
plus defender's shield skill ability if shield may be used. 

- Adjust attacker's ability (see above) 

- Compare adjusted attacker ability roll to defender ability roll to 
see if hit. 

To determine damage when hit: 

- Roll attacker's damage (or set damage if a pure magic attack) . 

- Roll defender's armour (or set armour if a pure magic attack) . 

- If defender's shield may be used, compare adjusted attacker ability 
roll to defender's shield ability roll. 

- If the shield roll is successful, add the shield strength to the 
defender's armour roll. 

- Subtract adjusted defender's armour roll from attacker's damage 
roll to determine base damage. 

In general, if a character is hit, the following is true. 

1) The higher the damage rating of he weapon, the greater the degree 
of damage to the character. (Each armour type has a defence rating 
indicating your protection from each damage type.) 

2) The higher the armour defence rating against the attacking type, 
the lower the degree of damage to the character. 

If an attack is one of pure magic, it has a fixed result dependent on 
the damage rating of the attack and the magic defence rating of the 
armour, Apply the base damage to the target. Pure magic attacks never 
cause bleeding. 

If an attack is not one of pure magic, determine the hit location and 
apply the injury multiple to determine the total injury. Determine 
severity. Roll the base damage and apply bleeding multiple to determine 
the total bleeding, determine severity. Determine if the defender is dead 
or unconscious. 

Note that multiples are determined by location, with chest and 
stomach causing much bleeding, and limbs and head much injury. 

Page 19 



COMBAT COMMANDS 

In the following explanation of combat commands, movement 
restrictions often are listed as 1 or 2 squares. The greater restriction 
is for diagonal moves. A diagonal move cost one and a half times as much 
as a vertical or horizontal move. Obstacles also count as extra squares in 

movement . 

A Attack: The character may make a normal attack. If the character 
moves more than 1 or 2 squares, he no longer may make normal attacks. 
Attacking ends a characters move. 

C Cast Spell: The character begins an attempt to cast a spell. The 
spell is completed, based on the spells power cost in 1 or 2 turns. 



casting a spell ends a character's turn. 

D Defensive Attack: A defensive attack is the same as an attack, but 
it decreases the chance of hitting and being hit. It may not be performed 
with bows or crossbows. 

E Stand Erect: This may not be performed if the character has moved. 
Stand erect ends a character's turn. 

F Fall Prone: This may be performed at any time. It decreases the 
chance of being hit by missile weapons and increases the chance of being 
hit by and failing to hit with melee weapons. Fall Prone ends a turn. 

G Guard: The character waits for an enemy to get in one of his front 
facing squares before attacking. The first time he is aware of an enemy in 
front of him, he will attack. Characters moving more than 1 or 2 squares 
may not Guard. Guard ends a turn. 

I Inspect a Character: Shows character stats; has no effect on turn. 

K Attack to Kill: The character makes a reckless attack on the 
target. He increases the possible damage to the target, but also increases 
his own chances of being hit. Bows and Crossbows may not attack to kill. 
This command ends a character's turn. 

L Load Bow or Crossbow: To attack with it, a bow or crossbow must be 
loaded. If it was readied before combat, it is loaded already. If it 
wasn't, this command loads it. After combat begins, a bow is considered 
loaded again after each shot. A crossbow, however, must be loaded again 
each time before it is used. A character may move only 1 or 2 squares if 
he is to load. Loading ends the character's turn. 

Page 20 



M Use a Magic Item: The character may cast a spell that is on a magic 
item or drink a potion. The character cannot have moved previously. This 
command ends a character's turn. 

Open or Close Door: The character may open or close an unlocked 
door. Doors may not be closed if occupied by living or dead. The character 

may not have moved more than 2 or 3 squares. The command ends the 
character's turn. 

P Pray: The character may make any prayer to his gods for which he 
has sufficient Karma. The character cannot be moved previously. Depending 
on the prayer level, prayers take 1 to 4 turns. 

Q Quit Your Turn: The character ends his turn. 

R (Un) ready an Item: The character may ready and unready items and 
dodges. He may not have moved more than 1 or 2 squares. Use of this 
command does not end his turn, but it restricts the actions that may be 
performed to fall prone, inspect, quit, ready, sneak, scan, look at 
targets, moving, and help. 



S Begin Sneaking: The character attempts to sneak (makes a stealth 
ability roll) . He does not learn whether he is successful. If he is 
successful, he becomes hidden. While hidden, he may move normally. He may 
be spotted when performing a physical attack, he moves adjacent to an 
enemy, or when an enemy scans or uses a Reveal Enemy spell. A character 
may not sneak while engaged. Sneaking ends a character's turn. 

T Aim at Target: The character aims at an available target. If, in 
his next action, he attacks that target (with A, D, or K) , the target is 
MUCH easier to hit and vulnerable to greater damage. A character aiming at 
a target does not engage the target, he may not move and aim. Aiming ends 
a character's turn. 

U Turn Undead: The character selects an undead target and attempts to 
dispell it. He also becomes partially safe from undead attacks. A 
character may not move if turning undead. Turning undead ends the 
character's turn. 

V View with Scan: The character looks all around, attempting to spot 
hidden enemies (making a scan ability roll) . A character may not move more 
than 1 or 2 squares and scan. Scanning ends a character's turn. 

W What Targets: The character may look at all visible enemies in his 
field of vision. If S is pressed while the cursor is over an enemy, some 
information about he enemy is displayed. You may look at an enemy at any 
time. Looking at an enemy does not effect the character's turn. 

Z Dodge and Zig Zag: The character dodges, making him more difficult 
to hit. He may not have moved more than 2 or 3 squares. Dodging does not 
end the character's turn, but his actions are restricted afterward to fall 
prone, inspect, quit, ready, sneak, scan, look at targets, moving and 
help . 

? Help: The computer displays a brief description of the commands 

available. The command may be used at any time, it does not end the 
character's turn. 



Page 21 



DEFENSE RATINGS 



Armour 
Leather 
Cuirbolli 
Ring 

Brigantine 
Chain 
Scale 
Plate 



Bash 



Cut 

2 

4 

6 

8 
10 
10 
12 



Thrust 



Magic 



Str 

5 

6 

8 

9 
12 
15 
16 



3 
5 
4 
6 
5 
6 
8 



2 
3 
3 
5 
6 
7 
9 













Str 



strength required 



to wear the armour 



OTHER GAME ITEMS 



Ropes 

Crowbars - used for forcing locks 
Lockpicks - used for picking locks 



Bandages - needed for first aid 

Bottles, Jars, and vials - may or may not contain potions 
There are other game items as well 

Page 2 6 



WEAPONS 





Dam 


i ype 


Str Hands 


EP 


Skill 


Fist 


STR/ 4 


T 


5 


1 


3 


L-IUOC L^LJILLUGU 


Da. y y tr l. 


4 


T 


5 


1 




L^lUDC L^LJILLJJCLU 


Rap i e r 


6 


T 


6 


1 


4 


Sword 


Shortsword 


7 


T 


8 


1 


4 


Sword 


Qp-i m-i "t~3T 
_1_ ILL _1_ L- CL ±- 


g 


Q 


10 


1 


4 


■-I wo tH 

O W J_ LA 


Rt^OLliHclwot^H 

J 1 J_ 1 — ' CL LA O VV 1 — ' J_ LA 


9 


c 


12 


1 


4 


Sworn 1 

lJ ' — ' J_ LA 


T.nnrTQwnrH 

XJL^liyOWL^J- L^L 


1 




1 6 


1 


4 


O W W ±. LA 


L^^CL_yiLLLJ±. C 


12 


c 


1 1 


2 


4 


O W W ±. LA 


ulca LoWUlU 


1 4 


p 

L^ 


15 


2 


4 


O W U 1 U 


Handaxe 


7 


c 


8 


1 


6 


Axe 


Battleaxe 


9 


c 


12 


1 


6 


Axe 


Geataxe 


13 


c 


13 


2 


6 


Axe 


Mace 


7 


B 


10 


1 


3 


Mace 


Morningstar 


9 


B 


1 6 


1 


3 


Mace 


Staff 


8 


B 


7 


2 


3 


Mace 


Maul 


11 


B 


13 


2 


3 


Mace 


Flail 


8 


B 


12 


1 


6 


Flail 


Large Flail 


12 


B 


13 


2 


6 


Flail 


Spear 


8 


T 


10 


1 


4 


Spear 


Heavy Spear 


10 


T 


8 


2 


4 


Spear 


Shortbow 


8 


T 


8 


2 


5 


Bow 


Longbow 


10 


T 


12 


2 


5 


Bow 


Light Crossbow 


11 


T 


10 


2 


3 


Crossbow 


Heavy Crossbow 


15 


T 


16 


2 


3 


Crossbow 


Buckler 


* 


4A 


6 


1 


4 


Shield 


Shield 


* 


6A 


10 


1 


4 


Shield 


* Do shield bash 












DAM = Damage 


Rating 


TYPE = 


Damage Type 


(T) hust 


, (C) 


ut, (B)ash 


STR = Strength required 


to use 


HANDS = 


Number 


of hands required t 1 


EP = Experience cost to 


improve skill 








SKILL = Skill 


required 


to use 


the weapon 









Page 2 9